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Firstly, the old methods all routed to the CompletableFuture method. However, the CF method could not guarantee that if the caller was off-main that the future would be "completed" on-main. Since the callback methods used the CF one, this meant that the callback methods did not guarantee that the callbacks were to be called on the main thread. Now, all methods route to getChunkAtAsync(x, z, gen, urgent, cb) so that the methods with the callback are guaranteed to invoke the callback on the main thread. The CF behavior remains unchanged; it may still appear to complete on main if invoked off-main. Secondly, remove the scheduleOnMain invocation in the async chunk completion. This unnecessarily delays the callback by 1 tick. Thirdly, add getChunksAtAsync(minX, minZ, maxX, maxZ, ...) which will load chunks within an area. This method is provided as a helper as keeping all chunks loaded within an area can be complicated to implement for plugins (due to the lacking ticket API), and is already implemented internally anyways. Fourthly, remove the ticket addition that occured with getChunkAt and getChunkAtAsync. The ticket addition may delay the unloading of the chunk unnecessarily. It also fixes a very rare timing bug where the future/callback would be completed after the chunk unloads.
27 lines
2.2 KiB
Diff
27 lines
2.2 KiB
Diff
From 0000000000000000000000000000000000000000 Mon Sep 17 00:00:00 2001
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From: Gegy <gegy.dev@gmail.com>
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Date: Mon, 26 Aug 2024 19:45:07 +0200
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Subject: [PATCH] Fix: synchronise sending chat to client with updating message
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signature cache
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In the case where multiple messages from different players are being processed in parallel, there was a potential race condition where the messages would be sent to the client in a different order than the message signature cache was updated. However, the cache relies on the fact that the client and server get the exact same updates in the same order. This race condition would cause the caches to become corrupted, and any future message received by the client would fail to validate.
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This also applies to the last seen state of the server, which becomes inconsistent in the same way as the message signature cache and would cause any messages sent to be rejected by the server too.
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diff --git a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
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index 65ee382684fe2d8dec621ca709880f7349208eae..6a5fc3f92b5d56bedc20054b36f4513fc8bab303 100644
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--- a/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
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+++ b/src/main/java/net/minecraft/server/network/ServerGamePacketListenerImpl.java
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@@ -2664,8 +2664,12 @@ public class ServerGamePacketListenerImpl extends ServerCommonPacketListenerImpl
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return;
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}
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// CraftBukkit end
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+ // Paper start - Ensure that client receives chat packets in the same order that we add into the message signature cache
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+ synchronized (this.messageSignatureCache) {
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this.send(new ClientboundPlayerChatPacket(message.link().sender(), message.link().index(), message.signature(), message.signedBody().pack(this.messageSignatureCache), message.unsignedContent(), message.filterMask(), params));
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this.addPendingMessage(message);
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+ }
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+ // Paper end - Ensure that client receives chat packets in the same order that we add into the message signature cache
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}
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public void sendDisguisedChatMessage(Component message, ChatType.Bound params) {
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